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View Full Version : Adding some crazy flavor to Mt. Dwarf Monk



ZorroGames
2018-08-28, 03:57 PM
So my first 5e character, a Mt. Dwarf Monk, (some of you expressed concern for my unoptimized Build,) has made level 5 intact. Open Hand Monk. Sage (Astronomer) Background.

Time to have some different fun.

Just to be a brief dip in the shallow end of the MC pool I have decided that the quick twist is to go with Arcana Cleric for one level.

Currently, ST 10, DE 16, CO 16, IN 8, WI 16, CH 10. After multiple trades between characters I have a +1 Quarterstaff to get through to Level 6 Monk. Acrobatics +6, Arcana +2, History +2, and Stealth +6 skills.

Just to diversify the character my plan at next level to pick up Domain spells Detect Magic and Magic Missile, Cleric Cantrips Light, Resistance (C,) and Spare the Dying, Cleric Spells will probably default to Bless (C,) and either (likely) Cure Wounds or Inflict Wounds. Add Arcane Initiate Cantrips of Fire Bolt and Chill Touch to give me (maybe too many) options.

That mix will give me something up my sleeve when “Chop and Kick” might not be as appealing.

Feel free to kibitz away but remember this is just to add “fun and flavor” to my French Vanilla (yum) character.

Man_Over_Game
2018-08-28, 04:07 PM
You're going for flavor, as an Open Hand Monk/Arcana Cleric, and you DIDN'T pick Mage hand?

Lol, thought about Arcane Trickster, so I looked at your intelligence. Now it makes sense

I'd swap out one of the cantrips for Create Bonfire. You can push someone into it via your Open Hand traits, and it provides an obstacle that you can bodyblock enemies around!

This gives me an idea for an Eldritch Knight, skilled in Athletics, that just drags people into bonfires.

ZorroGames
2018-08-28, 04:26 PM
You're going for flavor, as an Open Hand Monk/Arcana Cleric, and you DIDN'T pick Mage hand?

Lol, thought about Arcane Trickster, so I looked at your intelligence. Now it makes sense

I'd swap out one of the cantrips for Create Bonfire. You can push someone into it via your Open Hand traits, and it provides an obstacle that you can bodyblock enemies around!

This gives me an idea for an Eldritch Knight, skilled in Athletics, that just drags people into bonfires.

That does sound like fun. 🧐🤔😉

Dimolyth
2018-08-28, 04:27 PM
No way, you can`t do it without thaumatourgy and minor illusion cantrips.

Make an illusion of a piece of sky with a constellation on it, and lecture others about it with thaumatourgic fiery eyes and voice. And if they a so brave to ignore you, make sure that they will learn your lecture by your fists.

As for ranged cantrip - sacred flame is everything you need. And bless is great for a guy, who can manifest for attacks per round.

ZorroGames
2018-08-28, 04:32 PM
Snip.
Lol, thought about Arcane Trickster, so I looked at your intelligence. Now it makes sense

Snip.

Reads Dwarvish, slowly translates Common writing into Dwarvish sentences in his head, let’s the Wizard “do the math,” and has a simple philosophy - “Smack it until it stops biting.”

Man_Over_Game
2018-08-28, 04:36 PM
This gives me an idea for an Eldritch Knight, skilled in Athletics, that just drags people into bonfires.



That does sound like fun. ������

I could see a whole build on it. Get Grappler feat, to guarantee grapple checks and to force the Restrained condition, which gives disadvantage on Dexterity saves. Per turn, you're dragging someone through your bonfire, but if you need to turn up the heat, you use Aganazzor's Scorcher or Flaming Sphere for almost guaranteed hits. Grab War Caster to maintain Concentration.

goremonger
2018-08-29, 02:46 AM
How can you be an Astronomer Sage without a knowledge skill (and an Int of 10)?

Aett_Thorn
2018-08-29, 05:12 AM
How can you be an Astronomer Sage without a knowledge skill (and an Int of 10)?

They have both Arcana and History.

And sometimes you just want to have fun and don’t mind not being the best at something.

ZorroGames
2018-08-29, 08:53 AM
How can you be an Astronomer Sage without a knowledge skill (and an Int of 10)?

Yes. Backgrounds have no prerequisites.

Not every scientist IRL is IQ 200. 🙃🤣

IC: It got him out of the cavern complex several nights a ten day for class.

OC: I wanted him to have an excuse to be different enough that he would become an Adventurer.

nickl_2000
2018-08-29, 09:09 AM
Just to diversify the character my plan at next level to pick up Domain spells Detect Magic and Magic Missile, Cleric Cantrips Light, Resistance (C,) and Spare the Dying, Cleric Spells will probably default to Bless (C,) and either (likely) Cure Wounds or Inflict Wounds. Add Arcane Initiate Cantrips of Fire Bolt and Chill Touch to give me (maybe too many) options.

That mix will give me something up my sleeve when “Chop and Kick” might not be as appealing.

Feel free to kibitz away but remember this is just to add “fun and flavor” to my French Vanilla (yum) character.

My opinion, you only really need one attack cantrip from the Chill Touch/Firebolt. The range on those is only 120 feet and you can always keep a dart around for when you are running into something that you know will resist the type of damage from the cantrip. This would free up one slot for a utility cantrip (Minor Illusion, Mage Hand, Mold Earth, Shape Water, etc).

As for other cantrips, I find resistance to be pretty much useless. The action economy on it just kind of sucks and the uses won't be that common. Personally, I would take guidance instead of Resistance. Guidance can be use almost constantly on non-combat tiers and all the other players will love you having it available.


Finally, for your spells. There really is little need to have Cure Wounds prepared on a daily basis. You have a single level, which will give you 2 spells slots. Cure Wounds will give you an average of 5.5 HP healed per casting. Healing Word will give you an average of 4.5 HP healed per casting. Since you only have a max of 2 uses a day, having the distance bonus action healing is way more useful than a full action heal that requires touch.

ZorroGames
2018-08-29, 02:27 PM
My opinion, you only really need one attack cantrip from the Chill Touch/Firebolt. The range on those is only 120 feet and you can always keep a dart around for when you are running into something that you know will resist the type of damage from the cantrip. This would free up one slot for a utility cantrip (Minor Illusion, Mage Hand, Mold Earth, Shape Water, etc).

As for other cantrips, I find resistance to be pretty much useless. The action economy on it just kind of sucks and the uses won't be that common. Personally, I would take guidance instead of Resistance. Guidance can be use almost constantly on non-combat tiers and all the other players will love you having it available.


Finally, for your spells. There really is little need to have Cure Wounds prepared on a daily basis. You have a single level, which will give you 2 spells slots. Cure Wounds will give you an average of 5.5 HP healed per casting. Healing Word will give you an average of 4.5 HP healed per casting. Since you only have a max of 2 uses a day, having the distance bonus action healing is way more useful than a full action heal that requires touch.

Addressing the last item only: I plan on emergency Self Healing. Like the field dressing each airman wore in the field - treat your buddy withhis dressing and save yours for yourself. I suppose I can cast healing word on myself but it would less healing.

McSkrag
2018-08-29, 05:15 PM
I assume by your sig that this is an AL build using PHB + SCaG?

+1 for Guidance. I see it get used a lot.

+1 for Thaumaturgy and Minor Illusion for extra spicy flavor.

I suggest Chill Touch and Sacred Flame for your ranged attack cantrips. That gives you a necrotic + minor debuff spell attack and a radiant damage DEX save which should cover most situations.

ZorroGames
2018-08-30, 08:36 AM
I assume by your sig that this is an AL build using PHB + SCaG?

+1 for Guidance. I see it get used a lot.

+1 for Thaumaturgy and Minor Illusion for extra spicy flavor.

I suggest Chill Touch and Sacred Flame for your ranged attack cantrips. That gives you a necrotic + minor debuff spell attack and a radiant damage DEX save which should cover most situations.

Nice but remember this is all for fun/flavor and next to nothing for Optimization.. So no on Guidance if there is a Cleric in the party. Ditto Sacred Flame. I can see flavor in the others.

ZorroGames
2018-08-30, 08:51 AM
My opinion, you only really need one attack cantrip from the Chill Touch/Firebolt. The range on those is only 120 feet and you can always keep a dart around for when you are running into something that you know will resist the type of damage from the cantrip. This would free up one slot for a utility cantrip (Minor Illusion, Mage Hand, Mold Earth, Shape Water, etc).

As for other cantrips, I find resistance to be pretty much useless. The action economy on it just kind of sucks and the uses won't be that common. Personally, I would take guidance instead of Resistance. Guidance can be use almost constantly on non-combat tiers and all the other players will love you having it available.

Snip.


Those would be good but I am looking for fun/flavor over party utility or optimization.

In AL previously the murderhobes have actually pushed people like my wife to other interests/games where social skills and exploration actually have game value in play.

In AL I have been in parties with other characters where I have quietly withheld abilities from certain players, such as murderhoboes that ignore party decisions and kill surrendering/disarmed foes or kill restrained prisoners under the guise of pragmatic Lawful/Evil characters, that the DM didn’t or wouldn’t reign in abusive play styles.

Unfortunately, my predominate experiences with home brew DMs has been less than enjoyable locally (and previous editions with some in Seattle and Sacramento.)

So I play/DM in AL and make my own PC fun sometimes when I play. This is my first attempt to adjust a player advancement just for quirky fun.

ZorroGames
2018-08-30, 08:53 AM
I could see a whole build on it. Get Grappler feat, to guarantee grapple checks and to force the Restrained condition, which gives disadvantage on Dexterity saves. Per turn, you're dragging someone through your bonfire, but if you need to turn up the heat, you use Aganazzor's Scorcher or Flaming Sphere for almost guaranteed hits. Grab War Caster to maintain Concentration.

Cool but not for this character, thanks.

ZorroGames
2018-08-30, 08:55 AM
No way, you can`t do it without thaumatourgy and minor illusion cantrips.

Make an illusion of a piece of sky with a constellation on it, and lecture others about it with thaumatourgic fiery eyes and voice. And if they a so brave to ignore you, make sure that they will learn your lecture by your fists.

As for ranged cantrip - sacred flame is everything you need. And bless is great for a guy, who can manifest for attacks per round.

Oh man that is a great mental image but he is pretty introverted socially.

ZorroGames
2018-08-30, 09:10 AM
So my first 5e character, a Mt. Dwarf Monk, (some of you expressed concern for my unoptimized Build,) has made level 5 intact. Open Hand Monk. Sage (Astronomer) Background.

Time to have some different fun.

Just to be a brief dip in the shallow end of the MC pool I have decided that the quick twist is to go with Arcana Cleric for one level.

Currently, ST 10, DE 16, CO 16, IN 8, WI 16, CH 10. After multiple trades between characters I have a +1 Quarterstaff to get through to Level 6 Monk. Acrobatics +6, Arcana +2, History +2, and Stealth +6 skills.

Just to diversify the character my plan at next level to pick up Domain spells Detect Magic and Magic Missile, Cleric Cantrips (this first one for the humans, halflings, and some Genasi,) Light, Mending, and Thaumaturgy, Cleric Spells will probably default to Bless (C,) and Sanctuary. Add Arcane Initiate Cantrips of Fire Bolt and Chill Touch to give me (maybe too many) options.

That mix will give me something up my sleeve when “Chop and Kick” might not be as appealing.

Feel free to kibitz away but remember this is just to add “fun and flavor” to my French Vanilla (yum) character.

Red edits for flavor above. Mending so I am never in rags. Thaumaturgy for fun and flavor. Sanctuary for when moving around the front line is priority over combat or when I have to escort a NPC off the board (cast it on the NPC.)